So I recently picked up the Stealth Dice from Level Up Dice at a local con, which are basically blank dice with numbers that only show up under a UV Light (Black Light). They were too cool to resist, but now I'm struggling to find a creative use for them and would love to get any ideas from my fellow DM's.
One idea I came up with was using them as a dungeon mechanic: (Work in progress, so feedback is welcome.) - The players come across a tomb like structure housing an ancient treasure vault, guarded by various guardians/traps/puzzles. Upon entering, they come across a pedestal with six magical gemstones resting on it (one stone for each dice variant -- note: d10/d100 count as one gemstone). - The dice would be pre-rolled by the DM and placed at the center of the table. The hidden values of each dice are noted by the DM and only revealed once a player selects a gemstone. - The players would then be told, either by the DM or a conveniently placed NPC, that the gemstones can be used to alter the fortune of a single action. Essentially, the players would have the option to replace any dice roll (including saving throws, skill checks, and combat rolls) with one of the gemstones. The player will then replace the value of their dice roll with the one revealed on the stone, which then disintegrates upon use. - The DM will take note of every time a player uses a gemstone and will keep a running tally. Once the players reach the final vault chamber, it will be revealed that a Dao (evil genie) was the source of the magic gemstones and every player who used a gemstone must make a Wisdom saving throw (gemstones can no longer be used). The DC for this check would be determined by how many times a player used the gemstones to replace a dice roll. (1x = DC10, 2x = DC12, etc.) - On a failed saving throw, that player becomes enslaved to the Dao and will attempt to kill the other players, with the false promise of the Dao granting the individual their deepest desire.
Looking forward to hearing your ideas or any feedback on the dungeon above.
Another use which could add an edge of both excitement and dread is to set your stealth dice up like the Rogue's Dice from 3.5; a deck of many things... in dice form. Your players find these dice, which are wondrous items, and they can roll them, the result determines a magical effect that happens. Very good things can happen! But so can very, very bad things.
You can have them roll the dice, and reveal the result of the dice at any point of their choosing with a rule along the lines of "once the dice have been rolled, they can't be rolled again until their magical effect is enacted". When the player chooses to enact the effect, you hit'm with the black light.
So I recently picked up the Stealth Dice from Level Up Dice at a local con, which are basically blank dice with numbers that only show up under a UV Light (Black Light). They were too cool to resist, but now I'm struggling to find a creative use for them and would love to get any ideas from my fellow DM's.
One idea I came up with was using them as a dungeon mechanic: (Work in progress, so feedback is welcome.)
- The players come across a tomb like structure housing an ancient treasure vault, guarded by various guardians/traps/puzzles. Upon entering, they come across a pedestal with six magical gemstones resting on it (one stone for each dice variant -- note: d10/d100 count as one gemstone).
- The dice would be pre-rolled by the DM and placed at the center of the table. The hidden values of each dice are noted by the DM and only revealed once a player selects a gemstone.
- The players would then be told, either by the DM or a conveniently placed NPC, that the gemstones can be used to alter the fortune of a single action. Essentially, the players would have the option to replace any dice roll (including saving throws, skill checks, and combat rolls) with one of the gemstones. The player will then replace the value of their dice roll with the one revealed on the stone, which then disintegrates upon use.
- The DM will take note of every time a player uses a gemstone and will keep a running tally. Once the players reach the final vault chamber, it will be revealed that a Dao (evil genie) was the source of the magic gemstones and every player who used a gemstone must make a Wisdom saving throw (gemstones can no longer be used). The DC for this check would be determined by how many times a player used the gemstones to replace a dice roll. (1x = DC10, 2x = DC12, etc.)
- On a failed saving throw, that player becomes enslaved to the Dao and will attempt to kill the other players, with the false promise of the Dao granting the individual their deepest desire.
Looking forward to hearing your ideas or any feedback on the dungeon above.
Cheers and Happy Gaming!!!
Another use which could add an edge of both excitement and dread is to set your stealth dice up like the Rogue's Dice from 3.5; a deck of many things... in dice form. Your players find these dice, which are wondrous items, and they can roll them, the result determines a magical effect that happens. Very good things can happen! But so can very, very bad things.
You can have them roll the dice, and reveal the result of the dice at any point of their choosing with a rule along the lines of "once the dice have been rolled, they can't be rolled again until their magical effect is enacted". When the player chooses to enact the effect, you hit'm with the black light.
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